Accuracy
The ability to perceive movement, and coordinate strikes. As a Stat, this represents the character’s ability to hit with physical attacks [Ninjutsu and Taijutsu].
See: Effects & Stats: 2.01j

Action
Something done or performed by a Character in a Phase of their turn. What these actions can be are defined in the respective Phase rules in the Battle System page. In most cases an Action will consume the entire Phase it is used in. In some rare cases a player may be allowed multiple Actions in a Phase.
See: Battle System

Advanced System
An Advanced Systems is a skill or set of skills that has an activation and gives bonuses above and beyond those of normal skills. Many Bloodlines are Advanced Systems, but there exist other non Bloodline examples such as the Eight Celestial Gates and Sage Mode.
See: Battle System: 3.17

Area of Effect [AoE]
Jutsu that is capable of affecting multiple targets.
See Justu Rules: 5.11

Attack
An "attack" is an offensive action of a Main Phase. See "strike" for more information. Attacks can be divided into one of five categories: Basic, Weapon, Genjutsu, Ninjutsu, and Taijutsu. Hybrid techniques are considered to be both of the attack types used (e.g. a Nin/Tai Hybrid technique is simultaneously considered "Ninjutsu" and "Taijutsu" for anything that references technique types).
See Justu Rules: 5.28

Base Damage
The amount of Damage any attack does before modifiers are applied. In the form of techniques, this is the damage written on the technique.

Chakra [CHK]
One of the three hidden Tank Stats that allows users to use Genjutsu and Ninjutsu techniques by paying its DP cost. When a character’s CHK reaches zero they suffer negative consequences.
See: Effects & Stats: 2.01c

Character
A character is any entity that receives its own phases, turns, etc. Summons, pets and clones are all considered to be characters because they meet these requirements and are separate from the player that created and controls them.

Concentration
Represents the ability to focus. As a Stat, this shows the character’s ability to use or dodge Genjutsu, critically strike with Taijutsu, or reduce the cost of Ninjutsu.
See: Effects & Stats: 2.01h

Construct
Constructs are objects in battle that have Health or Durability but are not Characters.
See [Character] for more information.

Cost Points [CP]
A universal unit that applies to any technique's cost to use. Translates into “Stamina” for Taijutsu, or “Chakra” for Genjutsu/Ninjutsu.
See: Jutsu Rules

Damage
The amount of Damage any technique does. This is an accumulation of Base Damage +/- Modifiers and Effects. Damage can be dealt to Health, Chakra or Stamina. The term 'damage' on its own is assumed to mean "Health Damage" unless otherwise stated.
See: Jutsu Rules: 5.20

Damage Points [DP]
A legacy term used to describe what is now referred to as “Cost Points”. See [Cost Points] for more information.
See: Jutsu Rules

Damage Types
All damage is considered to be either physical or non-physical. Physical damage affects your total Health, and is dealt by 'physical' attack types (Basic, Weapon, Ninjutsu, Taijutsu, or certain types of Hybrid techniques). Only Genjutsu-based attacks can deal non-physical damage, which affects Ghost Health.

Defense
Represents the amount of Damage you take from an opponent’s physical attack. This includes Taijutsu, Ninjutsu, basic attacks and melee weapons, but excludes Genjutsu.
See: Effects & Stats: 2.01f

Enemy
Used interchangeably with Opponent.
See [Opponent] for more information.

Health Points [HP]
One of the three hidden Tank Stats that serves as a characters Health bar. Health is subtracted when your character takes Damage, and can be regained through the use of various Skills or Jutsu. When a character’s Health reaches zero, they fall unconscious. If their Health reaches -25% they are considered dead.
See: Effects & Stats: 2.01a

Hindering Skills
Passive skills that adversely affect a character [such as increasing Chakra cost, or decreasing the amount of EXP earned], but give additional Skill Points as a result. Primarily taken at Character Creation.
See: Skills

Hit
An attack is considered a "hit" if you deal any damage or inflict any of type of effect via the use of the used attack.
See: Jutsu Rules: 5.28

Jutsu
Used interchangeably with Technique. Jutsu are activated abilities that require Jutsu Points to learn, and Tank Stats to use.
See: Jutsu Rules

Jutsu Points [JP]
Sometimes referred to as Technique Points or [TP]. JP is the cost to learn a new technique/jutsu. Each character begins with 4 Jutsu Points. Players earn more Jutsu Points through leveling their character, learning techniques from Jounin [to a maximum of 12], or through special events and staff awarded gifts.
See: Jutsu Rules

Lose (a Phase or Action)
Losing a Phase or Action means that you may not take any actions the next time you would have the designated Phase or Action.
See: Battle System: 3.22

Loss Tag
Located at the end of every Battle Post. This should show your loss or gain of HP, Chakra, and Stamina for the turn. Even if you did not lose or gain any of these stats you must include the Loss Tag.
See: Battle System: 3.04

Main Phase
The phase during battle where players take their main action, primarily attacking. You may do ONE of the following: use a technique, attack with a basic attack, or attack with a weapon.
See: Battle System: 3.03

Main Phase Action
Any Action which is used in the Main Phase. A character's Speed statistic may increase the number of Main Phase Actions available in a given Main Phase. See Battle System 3.03; Main Phase for more information.
See: Battle System: 3.03

Negate
A technique or effect that is considered "negated" deals no damage or effects.
See: Jutsu Rules: 5.24

Ninjutsu
The ability to mold chakra into physical manifestations. As a Stat, this shows the character’s ability to use and modify Ninjutsu Techniques.
See: Effects & Stats: 2.01e

Non-Physical (Attack)
The term Non-Physical in reference to an attack means any attack that is not "real". This includes all types of Genjutsu attacks. In most cases this will be illusions or afflictions of the mind that do not take physical manifestation.

Non-Player Character [NPC]
A non-player character is defined as a ninja character who fills the same role as a Player Character, but does not actually take up a character slot. These are most often controlled by Game Masters and comprise the rest of the world.
See [Player Character] for more information.

Offensive Action
Any action which would cause your opponent to gain a Response Phase.
See [Action] for more information.

Opponent
An Opponent is a Character that is not on your team.
See [Character] for more information.

Physical (Attack)
The term Physical in reference to an attack means any attack that makes use of real world force to deal damage. This includes Basic Attacks, Weapon Attacks, Taijutsu and Ninjutsu. Whether it is a punch, a fireball, hurling chunks of earth or a Rasengan it is all physical. Physical damage is "real" damage.

Player
The term used to describe you, the person sitting behind the computer. Often this is paired with " a player controls" or "Player " as to designate it from Non-Player entities. Player is also sometimes used interchangeably with 'Character'.
See [Character] for more information.

Player Character [PC]
A player character is a character who is owned by a player and takes up one of their allocated character slots.
See [Character] and [Player] for more information.

Response Phase
The phase during battle where you character dodges or gets hit by attacks. Players can either dodge by Dice Roll attempt, or using a Jutsu. They CANNOT do both. [e.g. You can’t attempt to dodge via Dice Roll, get “hit”, and then decide to use a Jutsu instead].
See: Battle System: 3.01

Response Phase Action
Any action which is used in the Response Phase. See Battle System 3.01; Response Phase for more information.
See: Battle System: 3.01

Secondary Character
A secondary character are any characters that are not a Player Character or a Non Player Character. This group is comprised of all non ninja characters such as summons, clones, pets, etc.
See [Player Character] and [Non-Player Character] for more information.

Setup Phase
The phase during battle used to prepare for the Main Phase. Players do not attack, but instead, use items, equip large weapons, or activate bloodlines.
See: Battle System: 3.02

Setup Phase Action
Any action which is used in the Setup Phase. See Battle System 3.02; Setup Phase for more information.
See: Battle System: 3.02

Skills
Passive abilities used in battle or role-play. Each skill has a cost [SP], and may have additional requirements [such as Character Level or Post Training] to learn.
See: Skills

Skill Points [SP]
SP is the cost to learn a new Skill or Path. Each player begins with 2 Skill Points. Players earn more Skill Points through leveling their character, Hindering Skills, or through special events and staff awarded gifts.
See: Skills

Skip (a Phase or Action)
Used interchangeably with Lose.
See [Lose] for more information.

Speed
How “fast” a character moves. In Battle, Speed determines the participant’s order of turns, including who goes first, and the turn order thereafter.
See: Effects & Stats: 2.01i

Stamina [STM]
One of the three Tank Stats that allows users to use Taijutsu, basic attacks, and weapons by paying its DP cost. When a character’s STM reaches zero they suffer negative consequences.
See: Effects & Stats: 2.01b

Stat Points
The amount of points given to any of the eleven different stats. This includes: Health, Chakra, Stamina, Taijutsu, Defense, Ninjutsu, Genjutsu, Concentration, Speed, Accuracy and Evasion. Each player begins with 500 Stat Points. Players can earn more Stat Points through leveling their character.
See: Effects & Stats: 2.01

Strike
A "strike" is a component of an action, common to Basic and Weapon attacks. For example, if a ninja swings a sword three times, that is three strikes that make up a single attack. See "attack" and "action" for more information.
See Justu Rules: 5.28

Taijutsu
The ability to use hand to hand combat training. As a Stat, this shows the character’s ability to use and modify Taijutsu techniques, as well as basic attacks and melee weapons.
See: Effects & Stats: 2.01d

Tank Stats
The universal term for any stat that has a value that may be spent. The basic tank stats are Health, Stamina, and Chakra. These stats are hidden from opponents during role-play battle. When any of these stats reaches zero [0], your character suffers negative consequences. For this reason, characters must allocate some Stat Points to Health, Stamina, and Chakra.
See: Effects & Stats: 2.01

Target
The term for an entity that an ability attempts to afflict with its effects. This most often refers to Characters, but can refer to anything that an ability can interact with such as Equipment, Constructs, or other objects in the game world.

Techniques
Used interchangeably with Jutsu.
See [Jutsu] for more information.

Technique Points [TP]
A legacy term used to describe what is now referred to as “Jutsu Points”.
See: [Jutsu Points] for more information.

Total Damage
The base damage of a technique combined with all the modifiers from the attacker.
See: Battle System: 3.19